Method to Play American Football Strategy Game

ABSTRACT

American football is unique among all team sports with respect to the level of coaching involvement in each play. The moment that coaches from both sides call the offensive and defensive play respectively, there&#39;s already a winner and a loser on paper. The key idea and original motive of this invention is to develop a football game algorithm to compare two play calls drawing on boards: one offense and one defense, and to predict what is the likely outcome for one scrimmage down. To make the game algorithm as close to reality as possible, many aspects need to be considered, which include but are not limited to: real football rules, real event sequence, information process logics, and balance among position players with similar role. The result of all the careful consideration is a football strategy game with three-stage algorithm for a scrimmage down.

CROSS-REFERENCE TO RELATED APPLICATION

None

BACKGROUND OF THE INVENTION

Converting real life sports into a board game is not something new. Most popular sports have their board game implementations created by many inventors before. American football (hereinafter “football) is no exception. The game itself is a spectacle of physicality. However, for many fans, the most attractive feature of the game is the mental competition between the two opposing coaching teams. Football fans would like to play a strategy game mimicking the thought process of a football coach. There are plenty of football chess or football board games in the current patent system, but not a single one is intended to address the real-life intricacy of the complex interaction between the offense and the defense during a typical scrimmage down. The combination of temporal and logical sequences requires a very unique game design to fully reflect the complexity. At the same time, randomness is a key ingredient of any ball game, thus a novel symbol selection mechanism is developed to resolve football events with less certainty.

BRIEF SUMMARY OF THE INVENTION

The preferred implementation of this game is through an app for smart phone, tablet, or touchscreen laptop, and played by two parties of game participants.

The football strategy game will allow game participants to simulate a complete football game, including all essential football events: coin toss, kickoff, scrimmage down, punt, field goal, point after touchdown (hereinafter PAT), and 2-point conversion. To achieve this, one structural algorithm and five event mechanisms are invented. The structural algorithm is a three-stage algorithm for a scrimmage run or pass play. The five supporting event mechanisms are: symbol selection mechanism, pass rush mechanism, run play mechanism, pass play mechanism, and open field chase mechanism.

Symbol selection mechanism is a special one. It not only supports the three-stage algorithm for a scrimmage play, but also completely simulates coin toss, kickoff, punt, field goal, and PAT by itself.

The three-stage scrimmage algorithm has three distinctive stages: the formation stage, the tackle box stage, and the down field stage.

First stage is the formation stage, where game participants show each other the pre-snap formation of their respective team.

Second stage is the tackle box stage. In this stage, both game participants will discretely maneuver their respective player indicia within the tackle box. The game participant on offense should call whether it is a run play or a pass play, but the game participant on defense won't know it before the conclusion of this stage. The game participant on offense also must submit subsequent player indicia movement according to the play type. The run play mechanism will be used if the offensive play call is a run; while the pass rush mechanism will be used if the offensive play call is a pass. The run play mechanism may also have to visit open field chase mechanism if the run play mechanism results in an open field chase scenario.

For a pass play, the information passed from the tackle box stage to the down field stage is “maximum receiver travel number”, which is shared with all game participants. In this stage, the game participant on offensive must commit three elements: which receiver indicium will become the catcher for the conceptual football; where the catcher will be at; and which delivery position will the conceptual football be delivered to the catcher. The game participant on defense must commit both man coverage and zone coverage player indicia movement. In this stage, pass play mechanism is be the main mechanism, but open field chase mechanism and symbol selection mechanism could also be invoked.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING

FIG. 1A is a view of the top quarter of the game board

FIG. 1B is a view of the up middle quarter of the game board

FIG. 1C is a view of the lower middle quarter of the game board

FIG. 1D is a view of the bottom quarter of the game board

FIG. 2 is a view of partial game board with definitions for line, lane, board, end zone, and mark

FIG. 3 is a view of partial game board with definitions for player indicia and tackle box area

FIG. 4 is a view of symbol selection mechanism interface

FIG. 5 is a view of symbol relationship probability definition tables

FIG. 6 is a view of result probability table for kick off

FIG. 7 is a view of result probability table for punt

FIG. 8 is a view of result probability table for field goal

FIG. 9 is a view of flow chart of the three-stage algorithm for scrimmage down

FIG. 10 is a view of flow chart for the first stage of scrimmage down: formation

FIG. 11 is a view of flow chart for the second stage of scrimmage down: tackle box

FIG. 12 is a view of flow chart for the third stage of scrimmage down: down field

FIG. 13 is a view of summary table of individual player indicium

FIG. 14 is a view of a scrimmage run play

FIG. 15 is a view with definition of penetration lane and penetration number

FIG. 16 is a view with definition of the sack table and sack line

FIG. 17 is a view with definition of the base pass completion probability table

FIG. 18 is a view of result probability table for pass completion

FIG. 19 is a view with definition of the diminishing pass completion probability table with equal strength

FIG. 20 is a view with definition of the diminishing pass completion probability table with strong defender and weak catcher

FIG. 21 is a view with definition of the diminishing pass completion probability table with weak defender and strong catcher

DETAILED DESCRIPTION OF THE INVENTION

Even though the method could be implemented as a tangible board game, the preferred embodiment of this invention is a game designed as an application on connected digital devices like computer, smart phone, or tablet. Before entering the actual game, some administrative operations should be handled by general application interface designs, like game participant login, home team and visit team designation, and more importantly: game format option. There are many possible game formats, which include but not limited to three likely options: time limit, score differential, and NCAA overtime. “Time limit” is like regular NFL football game, where the game participant who has higher score at time zero is the winner. “Score differential” has a predetermined score differential, and the game will be over when the score differential reaches or exceeds this number for either game participant. “NCAA overtime” is like NCAA football overtime rule, where each game participant will take turn to play offense, and game will end with any score difference after equal possessions. Once these administrative operations are done, the game will get into the football settings of this invention.

In one embodiment of the invention, referring to FIG. 1A through FIG. 1D, the complete game board is a rectangular shape with 120 by 26 blocks (1). Referring to FIG. 2, the design of the rectangular board is outlined by 27 vertical lines (2) and 121 horizontal lines (3). The four boundary lines defining the game board's exterior size are two side lines (4) and two end lines (5). The vertical blocks are marked with side line marks (6) in numerals, and horizontal blocks are marked with end line marks (7) with alphabetic letters. Each end line mark (7) is one unique letter from A to Z. Side line marks (6) range from “−10” to “50” in perfect symmetry of two halves. In this embodiment, the side line mark with underscore font (FIG. 1C and FIG. 1D) is an indication of “Home” side of the field; the side line mark without underscore font (FIG. 1A and FIG. 1B) is an indication of “Visit” side of the field. All blocks with side line mark (6) ranging from “−10” to “−1” at each end of the game board form an end zone (8). The line separating the end zone is the goal line (9). Different from line definition, lane (10) is defined as a straight string of blocks in either vertical or horizontal directions. The hush lanes (10) are aligned with “Lane K” and “Lane P”.

With the definition of lane (10), each block (1) in the game board can be precisely defined by a pair of lanes: one vertical lane and one horizontal lane. “Lane K” runs through the whole length of the game board, and “Lane 26V” runs horizontally across the width of the game board, wherein the “V” means “Visit” side of the field. The cross section of them is block “K26V” in FIG. 3. It is the block where the conceptual football is supposed to be at.

In this embodiment, because the number of vertical block (1) is the same as the actual yardage in a real football field, the words “block” and “yard” will be used interchangeably in the following specification.

In this particular embodiment of the invention, referring to FIG. 3, the player indicia are representing players of real football game. There are five categories of offensive player indicium: quarterback (QB) (11), running back (RB) (12), offensive linemen (OL) (13), tight end (TE) (14), and wide receiver (WR) (15). Exact eleven players indicia are allowed to be placed on the game board. Among them, exact five OL indicia (13), and exact one QB indicium (11) are mandatory, which leaves five spots for RB, TE, and WR indicia combined, with the limitation of one RB indicium at most. The middle OL (16) has a special sign (underscore) to indicate that it is a football bearing player indicium.

There are four categories of defensive player indicia: defensive linemen (DL) (17), linebacker (LB) (18), cornerback (CB) (19), and safety (S) (20). Exact four DL indicia (17) are mandatory, which leaves seven spots for LB (18), CB (19), and S (20) indicia combined.

Still referring to FIG. 3, the conceptual football location block is at the cross section of “Lane K” and “Lane 26V”. “Lane 26V” in this instance is also called “offensive first lane”, and “Lane 25V” is called “defensive first lane”, and “Lane 27V” is called “offensive second lane”. In this particular embodiment, the tackle box area (21) is 11 by 11 blocks in size, and it is symmetric about “Lane K”, and extends two blocks into the defensive side, and nine blocks into the offensive side. The tackle box area changes every time the conceptual football changes position on the game board, but the relative position between the conceptual football and tackle box area is fixed. In this particular embodiment, a sub area within the tackle box area is defined as the trench (22), which includes the first two lanes on the offensive side and first two lanes on the defensive side.

Still referring to FIG. 3, “board coordinate” is used to define the absolute location of a block on the game board like “K26V”, but it is more convenient to use a “tackle box coordinate” to describe the block position within the tackle box (22). With the definition of the offensive first lane and the defensive first lane, eleven horizontal lanes through the tackle box can be named: d2, d1, o1, o2, o3, o4, o5, o6, o7, o8, o9, from defensive to offensive direction, where “d2” means defensive second lane, and “o9” means offensive ninth lane. Eleven vertical lanes running through tackle box are named: a5, a4, a3, a2, a1, c0, z1, z2, z3, z4, z5 according to the conceptual football location. “c0” is the center lane where the conceptual football is at. “a1” is the first lane next to “c0” lane, and toward the “Lane A” of the game board; “z5” is the fifth lane from “c0” lane, and toward the “Lane Z” of the game board. In this local tackle box coordinate, the conceptual football and the ball bearing OL indicium (16) always has the block location of o1c0.

The main events of the strategy game are similar to NFL. The game starts with a symbol selection process representing coin toss to decide the football possession, then a kickoff set the game in motion. The offensive team has to advance ten blocks with four scrimmage downs or fewer to get a new set of four downs. Punt and field goal attempt can be called on the fourth down, but can also be called in an earlier down. This this game, field goal attempt can only be tried within 40 blocks of the opponent's goal line (9), and it is worth 3 points. Touch down is worth 6 points. After each touchdown, the offense can choose either PAT or 2-point conversion. Hush lanes (10) are used to position conceptual football after each scrimmage down to make sure the conceptual football position is relatively in the middle of the game board.

There are many new ideas in this invention. The most important and central novelty is the three-stage algorithm to simulate a scrimmage down. In support of the scrimmage down algorithm, several event mechanisms are developed, comprising: symbol selection mechanism, pass rush mechanism, run play mechanism; pass play mechanism, and open field chase mechanism. Among them, the symbol selection mechanism is a general tool to simulate football events with randomness. Not only it is used to simulate football events other than a scrimmage run or pass play, but also it is built into the pass play mechanism to decide the result of a contested catch.

To simulate a random event, dice-rolling is a popular tool in the physical world. In the virtual world, a random number generator can fulfill the same function. However, this game includes an innovation that makes the random event process more fun and interactive. In this particular embodiment, referring to FIG. 4, this new method involves both game participants simultaneously picking a single number among 1, 2, 3, 4, 5 and 6 in a number circle. The picked result will be compared to a predetermined result table to decide the outcome of an event. “Number circling” is the important concept for the symbol selection method to work. Six numbers from 1 to 6 are placed in a circle, and form a circular relationship described as “up and down” relationship. The base probability table, referring to FIG. 5, describes the result definitions of the symbol selection. The first six rows are basic result definitions; and the last three are derived definitions. In the first column, each possible result is given a name. In the second column, an example is given to elaborate the result with the “home” team number in front, and “visit” team number in the back, which is fixed at 4 for easy illustration. In the third column, explanations are made to clarify the result meaning. In the fourth column, the probability number for each result is listed. For the first six rows, the probability is ⅙ respectively. The bottom three rows are the derived results of varies combinations. The “One Offset” result is the combination of “Up One” and “Down One”; the “Two Offset” result is the combination of “Up Two” and “Down Two”; and the “All Offset” result is the combination of “One Offset” and “Two Offset”. The base probability table of FIG. 5 provides the basis for symbol selection mechanism, and it will be applied in the following scenarios.

A typical football match will start with a coin toss to decide the initial football possession. In this game, it will be executed with a symbol selection. The “Match” and “Opposite” outcomes will result in a draw, and new selection will be prompted until a non-draw outcome is the result. In this particular embodiment, the winner should have the number in either “Up One”, or “Up Two” positions.

Referring to FIG. 6, kickoff result has three possible final spots for the conceptual football: 10-yard lane, 25-yard lane, and 40-yard lane from the receiving team's end zone. This conceptual football position is final, which represents the overall outcome of the kicking and returning activity. This approach is also true for punt, which also has returning activity in real football. Touchback is a high possibility result in real game, demanding 4 out 6 chances assigned to represent this scenario, which will place the conceptual football 25-yard lane from the receiving team's end zone. Two less likely results are 10-yard lane and 40-yard lane, with each representing a fortunate and unfortunate situation for the kicking team, and each has a probability of ⅙. In the example column, the number in the front is for the kicking team, and the number in the back is for the receiving team.

Referring to FIG. 6, the punt is handled by the symbol selection process, which will give the net yardage gained on the punt and return. The overall range is from 0 yard to 50 yards. The table gives the details of the symbol selection results and the corresponding net punt yardage. In the example column, the number in the front is for the punting team, and the number in the back is for the receiving team. If the punt results a touchback, the conceptual football is placed at 20-yard lane from the receiving team's end zone.

Once the conceptual football is within the 40-yard line from opponent's goal line, Field goal can be called for any offensive scrimmage down. The probability of scoring a field goal depends on the conceptual football location. Within 10 yards (including 10 yard), it is an automatically made field goal (no symbol selection process needed). Between 11 yard and 20 yards (including 20 yards), the probability is ⅚. Between 21 yard and 30 yards (including 30 yards), the probability is 3/6. Between 31 yard and 35 yards (including 35 yards), the probability is 2/6. Between 36 and 40 yards (including 40 yards), the probability is ⅙. Referring to FIG. 8, the field goal probability table gives the details of the field goal probability from five levels of distance and the symbol selection results for a successful field goal attempt. A successful field goal will be followed by a kick off, but a failed field goal will have the conceptual football spotted at the kick hold block, which is 7 yards behind the original scrimmage down spot. For example, if the field goal attempt is executed when the conceptual football is snapped at 25-yard lane, after a failed field goal attempt, the opposing team will have its first down at 32-yard lane.

The symbol selection mechanism has covered all football events except the scrimmage down and 2-point conversion. The game rule developed in this invention for the scrimmage down is a very complicate set. In the following specification, a three-part structure is used to better explain the method of playing: three-stage algorithm, personnel, and step by step description. Algorithm part will briefly introduce the overall structure of the process logics of all stages; personnel part will focus on individual player indicium going through all stages; step by step description part will lay out all the details step by step for a scrimmage down of either a run play or a pass play.

Referring to FIG. 9, the overall scrimmage down has three distinctive stages: formation stage (23), tackle box stage (24), and down field stage (25). In the formation stage (23), both game participants will make decisions on: which eleven player indicia to be placed on the board, and where are they positioned. In the tackle box stage (24), game participants will move the player indicia within the tackle box to simulate pass rush, pass protection, or run stop. In the down field stage (25), game participants will make decisions on the pass attack and pass defense respectively. Among these three stages, only the formation stage (23) is an interactive stage when game participant can see each other's formation, and the rest two stages are not transparent. Among these three stages, formation stage (23) and tackle box stage (24) will definitively be visited by the game algorithm for any given scrimmage down. The down field stage (25) will not be visited by the game algorithm if the game participant on offense calls a run play, or a pass play call resulted in a QB sack. Both the tackle box stage (23) and the down field stage (24) could invoke the open field chase mechanism (26).

In this embodiment, referring to FIG. 10, the formation stage (23) contains several steps. The first step is for the game participant on offense to submit the offensive formation (27), which will be shared with the game participant on defense. Then with the knowledge of the offensive formation (27), the game participant on defense must submit its defensive formation (28). After reviewing the defensive formation (28), the game participant on offense has a choice to make: either finalizing the formation stage (23) or shifting the RB indicium. If this optional RB shift (29) happens, it will be shared with the game participant on defense, then the game participant on defense also gets an optional defensive shift (30) of one defensive indicium, and this shift detail is hidden from the game participant on offense.

In this embodiment, referring to FIG. 11, the tackle box stage (24) is not an interactive process as the formation stage (23). All the play callings from either side of game participant must be submitted at once to the game processor. Regardless of the eventual play call from the game participant on offense, both game participants must submit the movement of player indicia in the trench (22) with offensive trench submit (31) and defensive trench submit (32) respectively. The game participant on offense also needs to submit two additional pieces of information: the run/pass option; and the corresponding detailed run play call (33) or pass play call (35). The run/pass option is to decide whether the offense will be a run play or a pass play. If it is a run play, the run play call requires one piece of information: which block in the offensive first lane will be the rushing gap for the RB indicium. If it is a pass play, the passing call detail will require two or three pieces of information depending whether the RB indicium is eligible for pass protection: (a) movement of the QB indicium backward into one of three blocks; (b) a maximum down field travel number; and (c) optional RB indicium movement into the offensive first lane as pass protection. After receiving inputs from both game participants, the game processor will have two possible routes: (a) visit the run play mechanism (34) if it is a run play; (b) visit the pass rush mechanism (36) if it is a pass play. Both a run play and a pass play can result in scrimmage down over. If it is a run play, the scrimmage down will be over regardless of whether an open field chase mechanism (26) is needed or not. If it is a pass play, the scrimmage down will be over if QB sack is the result. If a pass play does not result in a QB sack, the game algorithm will transition into the down field stage (25) with one piece of information broadcasting to both game participants: the maximum down field travel number.

In this embodiment, referring to FIG. 12, in the down field stage (25), the game participant on offense will make a catcher call (37) with three elements: which receiver player indicium will be the catcher; which block the catcher will be at to receive the conceptual football; and which delivery position will the conceptual football be delivered. At the same time, the game participant on defense must make decisions on defensive player indicia, which are man coverage call (38) and zone coverage call (39). In this stage, the pass play mechanism (40) will have two routes: (a) mechanism has deterministic results; (b) mechanism needs invoke symbol selection mechanism to resolve a probability situation. At the conclusion of this stage, a scrimmage down is over.

Both a run play and a pass play could result in an open field chase. Three possible scenarios are: (a) the RB indicium is not stopped in the trench; (b) the pass catcher is not stopped at the ball reception; (c) a pass defender makes an interception and return. In all cases, the open field chase mechanism (26) will decide the final ball spot.

With some basic introduction of the three stages of a scrimmage down, the content in the following will switch focus onto the individual player indicium.

OL indicia' function in a scrimmage down is pass protection only. In the formation stage (23), all five OL indicia (13) have to be on the offensive first lane within the tackle box. The middle OL indicium (16) position is also at the same block as the conceptual football location for the scrimmage down. The rest four OL indicia (13) should have exactly two on either side of the middle OL indicium (16). In tackle box stage (24), OL indicia's movement is optional. The optional move for each OL indicium is one lateral move by one block in the offensive first lane, and forward and backward movement is not allowed. Before and after the optional move, all OL indicia should still be within the tackle box. OL indicia are not involved in the down field stage (25), and it is not available for the open field chase mechanism (26).

QB indicium's (11) function in the scrimmage down is the passer of the conceptual football in the down field stage (25). It is completely not involved in a run play. In the formation stage (23), there's only one block position for QB indicium, which is o2c0 in the tackle box. In a pass play during the tackle box stage (24), the QB indicium have to be moved to one of three new positions in the tackle box: o5c0, o7c0, o9c0. The difference in these three drop-back options will be reflected in the pass rush mechanism (36). In the down field stage (25), all the connections between the QB indicium and the catcher indicium are realized through the catcher indicium, not the QB indicium. There's no action needed for the QB indicium in the down field stage (25). The QB indicium is available for the open field chase mechanism (26).

There should be either one or zero RB indicium (12) in a scrimmage down. Depending on its final formation position, it will have two different roles: (a) when it is positioned in the offensive sixth lane, it can be used to run football, but it can not be used as pass protection; (b) when it is positioned in the offensive fourth lane, it can have the option to play either football rushing or pass protection. In the formation stage (23), the RB indicium has six available blocks to be positioned in the tackle box: (a) one block in the offensive sixth lane; (b) five blocks in the offensive fourth lane. The only available block in the offensive sixth lane is o6c0. The five blocks available in the offensive fourth lane are o4a2, o4a1, o4c0, o4z1, o4z2. During the tackle box stage (24), the RB indicium can be involved in both run play and pass play. For a pass play, it is eligible for pass protection when it is in the offensive fourth lane, but not in the offensive sixth lane. For a run play, it will be moved up into the offensive first lane. When it is in the offensive sixth lane in formation, all eleven blocks in the offensive first lane are potential rushing gap. When it is in the offensive fourth lane in formation position, only seven blocks are available in the offensive first lane as rushing gap, which are symmetric about the RB indicium's formation position in horizontal direction. The RB indicium will not be involved in the down field stage (25). The RB indicium is available for the open field chase mechanism (26) if it does not participant in pass protection, or it's position in the offensive first lane is opposite to an unoccupied block in the defensive first lane.

The range of WR indicium (15) number in a scrimmage down is from zero to five. Its only function is pass receiver. In the formation stage (23), WR indicium can be positioned anywhere on the offensive side outside of the tackle box, and WR indicium can not be positioned within the tackle box. One constraint on the position of a WR indicium, as well as a TE indicium, is the requirement of at least seven offensive player indicia in the offensive first lane. Besides five OL indicia, there should be at least two other player indicia in the offensive first lane, inside or outside of the tackle box. WR indicium is not involved in the tackle box stage (24). In the down field stage (25), all WR indicia are eligible to be selected as the catcher, and each can travel as far as the maximum down field travel number of blocks in straight lane. WR indicium can also be moved diagonally, but every two blocks of diagonal travel will count as three blocks in straight. WR indicium is available for open field chase mechanism (26) if it is not under man coverage.

The range of TE indicium (14) number in a scrimmage down is from zero to five. It has two main functions: pass receiver and pass protection. In the formation stage (23), a TE indicium can be placed both inside and outside of the tackle box on the offensive side. Outside of the tackle box area, a TE indicium can be positioned anywhere in the offensive side, and it will not be involved in the tackle box stage (24), and its function will be reduced to only as pass receiver. When it is positioned in the offensive first lane inside the tackle box, it's function will be reduced to pass protection, and it can not be positioned in between any two OL indicia, neighboring or not. When it is positioned in the offensive second lane inside the tackle box area, it can not be positioned in block o2c0, which is reserved for the QB indicium. TE indicium can not be positioned inside the tackle box area besides the offensive first and second lanes. In the tackle box stage (24), a TE indicium positioned in offensive first lane within the tackle box will have the exact same rule as OL indicia, which is allowed to make an optional lateral move by one block in the offensive first lane. A TE indicium positioned in offensive second lane is required to move either forward or backward one block with the option of one block lateral move. Moving into the offensive first lane, its function is reduced to pass protection; moving into the offensive third lane, its function is reduced to pass receiver. In the down field stage (25), a TE indicium positioned outside of the trench is eligible to be selected as the catcher. TE indicium can not travel as far as the maximum down field travel number. Instead, the up limit of straight block a TE indicium can travel in the down field stage (25) is 75% of the maximum down field travel number called by the game participant on offense during the tackle box stage (24), and rounded to the nearest integer. TE indicium can travel diagonally, but every two blocks diagonal travel will count as three blocks in straight lane. TE indicium is available for open field chase mechanism (26) except two scenarios: (a) it is under man coverage; (b) it is positioned in the offensive first lane and opposite to a defensive player indicium in the defense first lane.

There must be exact four DL indicia (17) in a scrimmage down. Its function in the game is pass rush and run stop. All DL indicia must be on the defensive first lane within the tackle box in the formation stage (23). In the tackle box stage (24), each DL indicium can make one optional lateral move by one block within the tackle box in the defensive first lane. For a run play, the positions of DL indicia will be important inputs for run play mechanism (34) to decide the outcome of the rushing result. For a pass play, the positions of DL indicia will be important inputs for pass rush mechanism (36) to decide whether a sack will be the result. DL indicia will not be involved in either the down field stage (25) or the open field chase mechanism (26).

The range of LB indicium (18) number in a scrimmage down is from zero to seven. LB indicium can involve all defensive scenarios: run stop, pass rush, pass defense. In the formation stage (23), it can be positioned anywhere on the defensive side. If it is positioned in the tackle box, its function is reduced to run stop and pass rush. If it is positioned outside the tackle box, its function is reduced to pass defense. Only LB indicium can be used for man coverage to a TE indicium. In the tackle box stage (24), LB indicium positioned in the defensive first lane within the tackle box will follow the exact same rule as DL indicium, which is allowed to make an optional lateral move by one block in the defensive first lane within the tackle box. LB indicium positioned in the defensive second lane is required to be moved either one block forward into the defensive first lane or one block backward into the defensive third lane, with the option of one block lateral move. In the down field stage (25), LB indicium positioned outside of the tackle box will be involved. Whether an individual LB indicium will play man coverage or zone coverage has largely been decided in the formation stage (23), but there is one particular occasion when a LB indicium is moved to d1a6 or d1z6 in the tackle box stage (24) when a TE indicium is moved to the same vertical lane, the LB indicium will play man coverage instead of zone coverage. LB indicium is available for open field chase mechanism (26) except two scenarios: (a) it is playing man coverage; (b) it is positioned in the defensive first lane and opposite to an offensive player indicium in the offensive first lane.

The range of S indicium (20) number in a scrimmage down is from zero to seven. It can involve all defensive scenarios: run stop, pass rush, and pass defense. In the formation stage (23), S player indicium can be positioned anywhere on the defensive side except the defensive first lane within the tackle box. If it is positioned outside the tackle box, its function is reduced to pass defense. In the tackle box stage (24), only S indicium inside the tackle box will be involved. Positioned in the defensive second lane, each S indicium has to move either one block forward into the defensive first lane or one block backward into the defensive third lane, with the option of one block lateral move. There is a restriction for moving forward into the defensive first lane for S indicium, which can only occupy two edge blocks (d1a5, d1z5) of the offensive first lane in the tackle box for run stop or pass rush. Any blocks in between these two edge blocks are not available for S indicium. In the down field stage (25), S indicium positioned outside of the tackle box will be involved. Whether an individual S indicium will play man coverage or zone coverage has already been decided in the formation stage (23). S indicium is available for open field chase mechanism (26).

The range of CB indicium (19) number in a scrimmage down is from zero to seven. It's only function is pass defense. In the formation stage (23), CB indicium can be positioned anywhere outside of the tackle box in the defensive side, and not inside the tackle box. Only CB indicium can be used in man coverage to a WR indicium. CB indicium is not involved in the tackle box stage (24). In the down field stage (25), CB indicium can travel as far as the maximum down field travel number of blocks in straight lane. CB indicium can also travel diagonally, but every two blocks of diagonal travel will count as three blocks in straight. CB indicium is available for open field chase mechanism (26) if it is not in man coverage.

Referring to FIG. 13, a summary table concludes above rule descriptions centered on player indicia. It provides player indicium information like number limit, where to position in formation stage (23), and involvement in varies stages. In the following, rules will be explained in more details by stepping through all three stages of the scrimmage down with breaking down on game participant actions, player indicium rules, and game mechanisms.

Referring to FIG. 10 again, the formation stage (23) has four steps in strict sequence: offensive formation (27), defensive formation (28), optional RB indicium shift (34), and optional defensive indicium shift (35).

First, the game participant on offense must submit the offensive formation (27) to the game processor. The offensive formation (27) includes two main elements: (a) which eleven player indicia should be placed on the offensive side of the game board; (b) where to position these chosen eleven player indicia.

The rules regarding the offensive formation (27) are listed in the following: (a) there must be exact five OL indicia positioned in the offensive first lane within the tackle box, with the middle OL indicium at the same block as the conceptual football; (b) there may be zero or one RB indicium with six possible location: o4c0, o6a2, o6a1, o6c0, o6z1, o6z2; (c) there must be exact one QB indicium positioned at o2c0 block; (d) there must be at least seven offensive player indicia on the offensive first lane inside or outside of the tackle box; (e) there may be zero to five WR indicium positioned anywhere outside of the tackle box; (f) there may be zero to five TE indicium positioned anywhere outside of the tackle box, or the first two lanes inside the tackle box, with the exception of a block in between two OL indium, neighboring or not.

Upon the reception of the offensive formation (27), the game process will pass this offensive formation (27) onto the game participant on defense. Next, the game participant on defense will submit the defensive formation (28) to the game processor. The defensive formation (28) includes two main elements: (a) which eleven player indicia should be placed on the defensive side of the game board; (b) where to position these chosen eleven player indicia.

The rules regarding the defensive formation (28) are listed in the following: (a) there must be exact four DL indicia positioned in the defensive first lane within the tackle box; (b) there may be zero to seven LB indicium positioned anywhere in the defensive side; (c) only a LB indicium can be used for man coverage for a TE indicium; (d) there may be zero to seven CB indicium positioned anywhere outside the tackle box; (e) only a CB indicium can be used for man coverage for a WR indicium; (f) there may be zero to seven S indicium positioned anywhere outside the tackle box, or only the defensive second lane inside the tackle box.

Upon the reception of the defensive formation (28), the game process will pass this defensive formation (28) onto the game participant on offense. The game participant on offense have two options upon receiving the defensive formation (28): (a) do nothing to finalize the formation stage (23); (b) make the optional RB indicium shift.

The RB indicium can be shifted from its original formation block to any of the other five blocks: o4c0, o6a2, o6a1, o6c0, o6z1, o6z2. The difference is: (a) if it is positioned at o4c0, the RB indicium can only be available for run play, but not for pass protection; but it will have all eleven blocks available in the offensive first lane within the tackle box as the rush gap; (b) if it is positioned at any of the five blocks in the offensive sixth lane, it is available for both run play and pass protection; but it will only have seven blocks in the offensive first lane within the tackle box available for either run play or pass protection.

Upon the reception of the optional RB indicium shift, the game processor will pass this optional RB shift (29) detail onto the game participant on defense. The game participant on defense have two options upon receiving the optional RB shift (29) information: (a) do nothing to finalize the formation stage (23); (b) take the optional single player indicium shift.

The game participant on defense can pick any defensive player indicium to be shifted, and it can be shifted anywhere in the defensive side as long as all formation rules are still followed. This shift is non-transparent to the game participant on offense, who will now only see ten defensive player indicia on the game board. This optional defensive shift is also the last possible step in the formation stage (23), and game processor will be ready to process the formation information.

At the conclusion of the formation stage (23), the game processor will decide the pass play coverage designation outside of the tackle box. There are three coverage designations: (a) double team; (b) man coverage; (c) zone coverage.

Double team coverage is formed when: (a) an offensive player indicium is positioned in the offensive first lane outside of the tackle box; (b) two defensive player indicia are positioned in the same vertical lane as the offensive player indicia; (c) the two defensive player indicia are in the defensive first lane and defensive second lane respectively.

Man coverage is formed when: (a) a defensive player indicium is positioned in the defensive first lane outside of the tackle box; (b) an offensive player indicium is in the same vertical lane as the defensive player indicium.

One special situation of man coverage is a stacked formation when: (a) more than one offensive player indicia are positioned in the same vertical lane outside of the tackle box; (b) same number of defensive player indicia are positioned in the same vertical lane as those offensive player indicia; (c) the defensive player indicia are positioned from the defensive first lane, then the defensive second lane and onwards without gap. In stacked formation, the double team coverage rule no longer applies. Instead, it is multiple pairs of man coverage. The defensive player indicium on the defensive first lane pairs with the offensive player indicium nearest to the offensive first lane. The defensive player indicium furthest from the defensive first lane pairs with the offensive player indicium furthest from the offensive first lane.

Zone coverage is for any defensive player indicium outside of the tackle box not engaged in either double team or man coverage.

Not like the formation stage (23), the tackle box stage (24) is neither interactive nor transparent. Both game participants will work discretely on the required information and submit to the game processor at once, and the game processor will process inputs from both sides and decide the two possible outcomes of the stage: (a) scrimmage down being over; (b) switch to the down field stage (25).

The requirement on the game participant on defense is limited to move defensive player indicia within the trench, both on the defensive first lane and on the defensive second lane.

The rules for the player indicium on the defensive first lane are the same for DL indicium and LB indicium: (a) each indicium can be voluntarily shifted laterally by one block; (b) always on the defensive first lane within tackle box before and after the shift.

The rules for player indicium on the defensive second lane are slightly different for LB indicium and S indicium: (a) LB indicium must be shifted forward or backward by one block, with an optional lateral shift of one block; (b) S indicium must be shifted forward or backward by one block, with an optional lateral shift of one block; only blocks on the defensive first lane available for S indicium to be positioned at are: d1a5, d1z5.

The requirement on the game participant on offense include three major elements of information: (a) run/pass play type selection; (b) move player indicia within the trench except the QB indicium; (c) if run play, move RB indicium into the offensive first lane; (d) if pass play: (i) move QB indicium backwards into one of three blocks; (ii) submit a number for maximum down field travel. The detailed rules are in the following.

Inherently, the first decision for the game participant on offense to make is the play type: whether the offensive play for the scrimmage down is a run play or a pass play. Once the play type decision is made, the other two elements can be made accordingly. Especially the third element of information is completely depending on the play type.

Regardless of the play type, the rules for the player indicium movement within the trench are the same. The rules for the player indicium on the offensive first lane are the same for OL indicium and TE indicium: (a) each indicium can be voluntarily shifted laterally by one block; (b) always on the offensive first lane within tackle box before and after the shift. The rule for the player indicium on the offensive second lane is only applicable for TE indicium: TE indicium must be shifted forward or backward by one block, with an optional lateral shift of one block.

If the play type is a run play, the game participant on offense must submit one input: identifying a block in the offensive first lane within the tackle box as the rushing gap for the RB indicium. Depending on the location of the RB indicium in the final formation, the rule is: (a) if the RB is at o6c0 in final formation, it can be moved to any of the eleven blocks in the offensive first lane within the tackle box not already occupied by other player indicium; (b), if the RB is at one of the five blocks in the offensive fourth lane, it can be moved to any of seven blocks in the offensive first lane within the tackle box not already occupied by other player indicium, wherein the seven blocks are symmetric about the RB indicium's formation location horizontally.

If the play type is a pass play, the game participant on offense has to submit two inputs: (a) identifying one of three blocks for QB indicium; (b) name a number for maximum down field travel. The three options for QB indicium are: o5c0, o7c0, and o9c0. The maximum down field travel number is defined as the up limit of block count that a WR indicium can be moved in a straight lane in the down field stage (25).

Upon the reception of inputs form both sides of game participants, the game processor will apply several mechanisms depending on the play type. For a run play, the applicable mechanisms are: run play mechanism (34) and open field chase mechanism (26). For a pass play, the applicable mechanism is: pass rush mechanism (36).

Referring to FIG. 14, the run mechanism only focuses on the defensive first lane and the offensive first lane within the tackle box. The mechanism will identify the block location of the RB indicium in the offensive first lane and examine the occupancy of three blocks in the defensive first lane: the block right opposite to the RB indicium, and its two neighboring blocks. The following rules will decide one of three outcomes of the run play: fumble, tackle down, and open field chase.

Fumble will be the result if all three blocks are occupied by defensive player indicia regardless of player type. The defensive team will have the conceptual football possession at the same block of the RB indicium, which is “M26V” block in FIG. 14.

Tackle down has three scenarios: (a) if the “M25V” block is occupied, along with one neighboring block occupied, but not both, the RB indicium will be down at “M26V” block in FIG. 14; (b) if the “M25V” block is occupied, with no neighboring block occupied, the RB indicium will be down at “M25V” block; (c) if the “M25V” is not occupied, but both neighboring blocks are occupied, the RB indicium will be down at “M24V” block.

Open field chase has two scenarios: (a) if the “M25V” block is unoccupied, along with both neighboring blocks unoccupied, the RB indicium will be placed at “M23V” block in FIG. 14 to start the open field chase mechanism (26); (b) if the “M25V” block is unoccupied, along with only one neighboring block unoccupied, the RB indicium will be placed at one block in “Lane 24V” to start the open field chase mechanism (26), wherein if the “N25V” block is the other unoccupied block, the RB will have “N24V” block as start block for open chase mechanism (26); if the “L25V” block is the other unoccupied block, the RB will have “L24V” block as start block for open chase mechanism (26).

The above rules are also true when the RB indicium is at the edge of the tackle box (o1a5, o1z5). For the game participant on defense, the two blocks neighboring the tackle box in the defensive first lane (d1a6, d1z6) are still in consideration for the run play even though they are outside of the tackle box.

Open field chase mechanism (26) can be invoked from three scenarios: run play, pass play with catcher continuation; pass play with interception and return. The key elements in the open field chase mechanism (26) are: (a) player availability; (b) player speed; (c) ball carrier route; (d) chasing player and route; (e) tackle spot. The detailed rules of open field chase mechanism (26) are listed in the following.

Player indicia availability rules are: (a) all OL and DL indicia are not available for open field chase; (b) player indicia from both sides engaged in man coverage and double team are not available for open field chase; (c) player indicium from both sides in the offensive first and defensive first lanes within the tackle box with the opposite block occupied are not available for open field chase.

Individual player indicium travel speed is defined by block count of individual indicium can travel per one block count of WR indicium travels, and the detailed rules are: (a) RB, S, CB indicium has the same travel block count as the WR indicium; (b) TE, LB indicium has 75% of the travel block count as the WR indicium, and rounded to the nearest integer. All player indicia can travel either straight or diagonal, but every two blocks of diagonal travel will be counted as three blocks of straight lane travel.

For the ball carrier travel route, there can be different embodiments, which can be divided into two approaches: (a) pre-determined route; (b) mechanism optimized route. One example of pre-determined route is vertically straight. The benefit of pre-determined route is the simplicity of implementation. Mechanism optimized route will maximum the gain for the ball carrier, but require more sophisticate computer optimization algorithm.

For the chasing side, mechanism for the chasing team will optimize the best combination of player indicium and chasing route by exhausting all available possibilities to achieve best result.

There are two possibilities when a chasing player indicium meets the football carrying indicium: (a) both indicia reach the same block at the same time; (b) the chasing player indicium reaches to a neighboring block ahead of the block of the football carrying indicium in the straight vertical direction toward the end zone of the football carrying's target. When both indicia meet at the same block, the meeting block is the down spot for the conceptual football. When the indicia meet at neighboring blocks with chasing player indicium in one block ahead, the down spot for the conceptual football will depend on the relative strength of the meeting pair, and the conceptual football will be down at the block with relative weaker player indicium. The relative strength ranking is: LB>TE>RB>S>QB>WR>CB.

The conclusion of a run play also concludes the scrimmage down, and the game processor will never visit the down field stage (25) for a run play.

For a pass play, referring to FIG. 15, one of the two main concepts for the pass rush mechanism (36) is the penetration number. The penetration lane (41) is defined as each of eleven vertical lanes in the tackle box. Each of the eleven penetration lane (41) has a penetration number (42) associated with, but this penetration number (42) is a variable depending on which position the QB indicium is positioned at for the tackle box stage (24) according to the penetration number table (42). The three positions for QB indicium represent three drop-back options: 3-step, 5-step, and 7-step. This drop back option will change the relative importance of each penetration lane (41).

The definition of total penetration number is: (a) QB indicium position decides the penetration number (42) for each lane; (b) if a defensive player indicium in the defensive first lane opposite to an unoccupied block in the offensive first lane, the penetration number (42) for that lane is earned; (c) total penetration number is the summation of all the earned penetration number.

In the example of FIG. 15, the QB indicium position is o7c0, and player indicia at “H25V” and “M25V” are unblocked, so the penetration number for “lane a2” and “lane z3” are 5 and 10 respectively and eared, thus the total penetration number is 15.

The other main concept for the pass rush mechanism (36) is the sack table (43), referring to FIG. 16. This sack table (43) will be used to compare the total penetration number calculated by the game algorithm with the maximum down field travel number called by the game participant on offense to decide if the pass play will result in a QB sack.

Following the previous example on the total penetration number, which is the 15. Any number at or larger than 20 called by the game participant on offense as the maximum down field travel will result in a sack. A sack line (44) is defined as the boundary between sack and non-sack situation. Any pair of total penetration number and maximum down field travel number under or at the sack line (44) will generate a sack result for the pass play.

If the pass play does not result in a sack, the game processor will switch into the next stage: the down field stage (25).

First of all, at the conclusion of the tackle box stage (24), the game processor will inform both game participants on the number of maximum down field travel before entering the down field stage (25).

Just like the tackle box stage (24), the down field stage (25) is not transparent or interactive. Both game participants will work discretely to provide the required information and submit to the game processor at once, and the game processor will process inputs from both sides and decide the outcome of the stage.

The game participants on offense will have to submit three pieces of information to the game processor: (a) one receiver indicium selected as the catcher; (b) the destination block for the catcher; (c) the delivery position of the conceptual football.

Candidate for the catcher could be an offensive player indicium positioned outside of the tackle box in the formation stage (23), or a TE indicium moved out of the trench in the tackle box stage (24).

The destination block location for the catcher has to be within the limit of the maximum down field travel number, which is defined as the WR indicium travel in straight lane. This brings two questions: what if WR indicium travels diagonally; what if TE indium is the catcher.

The generally player indicium travel rule on the game board are: (a) all player indicia can travel in both straight and diagonal directions; (b) two blocks traveled in diagonal direction are equal to three blocks traveled in straight direction; (c) diagonal travel block count has to be a multiple of two; (d) travel route does not need to be a single direction, and change of direction is allowed.

Consistent with the open field chase mechanism (26), TE indicium is slower than WR indicium, and the up limit of TE straight lane travel is 75% of the maximum down field travel number and rounded to the nearest integer. If TE indium travels diagonally, the game processor will first find out the rounded straight lane block count, then applied the same two-to-three ratio rule.

The third requirement for the game participant on offense is the football delivery position. The conceptual football is not delivered to the same block as the catcher indicium, rather into one of four blocks surrounding the catcher indicium block in straight directions. Referring to FIG. 17, they are “over position” (45); “z position” (46); “under position” (47), and “a position” (48).

The game participants on defense will have to submit two pieces of information to the game processor: (a) defensive position for man coverage player indicium; (b) defensive location for zone coverage player indicium.

For each defensive player indicium involved in man coverage, the game participate on defense has to move it to one of eight blocks surrounding the offensive player indicium as the defensive position. Referring to FIG. 17, four representative positions are listed: “corner position” (49); “side position” (50); “over position” (51); and “under position” (52). There are four “corner positions”, and there are two “side positions”, thus all eight positions are covered.

For each defensive player indicium involved in zone coverage, the game participant on defense has to move it to a block on the game board, compliant to the maximum down field travel number. S and CB player indicia will have the same block count as the WR indicium; while LB player indicia will have the same block count as the TE indicium.

The man coverage and zone coverage situations are mostly decided in the formation stage (23), but tackle box stage (24) will generate new situations when TE, LB, S player indicia exit the tackle box from their original formation position within the tackle box in the offensive second lane and defensive second lane respectively. Under this situation, the only possible man coverage relationship is formed between TE and LB indicia, when LB indicium is moved up to the offensive first lane just one block outside of the tackle box with a TE indicium in the same vertical lane.

Upon the reception of inputs from both game participants, the game processor will apply the pass play mechanism (40) to decide the final outcome of the stage, with the possibility of invoking two mechanisms if needed: open field chase mechanism (26) and symbol selection mechanism.

The main components of the pass play mechanism (40) are two types of tables: (a) base pass completion probability table; (b) diminishing pass completion probability tables. The base pass completion probability table applies to man coverage; while diminishing pass completion probability tables apply to zone coverage. And zone coverage can be combined with man coverage.

Most of the pass play scenarios will be resolved by the two probability tables, but there is one simple case that does not need the probability tables. When an offensive player indicium under double team is selected as the catcher, the result will be an automatic incompletion.

Referring to FIG. 17, the base pass completion probability table lists the probability of a pass completion according to both the relative position of the conceptual football to the catcher indicium and relative position of the man coverage defensive player indicium to the catcher indicium. The table uses WR/CB pair as the man coverage example, the TE/LB pair has the exact same table.

If there's no zone coverage influence on top of man coverage, the pass play mechanism (40) will have three outcomes: (a) scrimmage down over with completion or interception; (b) invoke open field chase mechanism (26); (c) invoke symbol selection mechanism.

The scrimmage down is over if the result is a pass completion or an interception. Completion occurs when the defensive man coverage indicium is at the opposite block of the conceptual football delivery block, which is not the “over position”. Interception occurs when the conceptual football is delivered to the same block as the defensive man coverage indicium, which is not the “under position”.

Open field chase mechanism (26) will be invoked in two scenarios: (a) completion with conceptual football at “over position”; (b) interception with conceptual football at “under position”.

Symbol selection mechanism will be invoked when there is a probability number associated with the relative positions of the conceptual football and the man coverage player indicium, ranging from ⅙ to ⅚. The game possessor will let both game participants know the probability number of a pass completion. Upon the receptions of inputs from both game participants, the result will be compared to FIG. 18 and completion/incompletion conclusion will be reached.

Referring to FIG. 19, the structure of diminishing pass completion probability table is unique. It has the game board as the setting, and player indicia types in the middle, including both the zone coverage defensive player indicium and the catcher indicium. Negative probability number in each block means that if the football delivery block is in the same relative position with the zone coverage defensive player indicium in the game board as the relationship in FIG. 19, the pass completion probability for the catcher will be reduced by the absolute of the number of that block.

Zone coverage could happen to a catcher with or without man coverage, and the final pass completion probability number is the sum of all applicable pass completion probability numbers. If the final pass completion probability number is zero or negative, the pass play is an incompletion.

If the catcher indicium does not have man coverage on it, the final pass completion probability is unity plus the diminishing pass completion probability number; if the catch indicium already has a man coverage, the final pass completion probability is the base pass completion probability number plus the diminishing pass completion probability number.

Each player indicia belongs to one of two levels of strength in pass play for completion probability: (a) WR, CB, S in the weak group; (b) TE, LB in the strong group. FIG. 19 is for WR/CB pair as equal strength pair, and it is the same for TE/LB pair. FIG. 20 is for strong defender/weak catcher pair. FIG. 21 is for weak defender/strong catcher pair. 

I claims: 1) A method of playing an American football strategy game comprises: a game board having a rectangular shape resembling a football field comprised of plurality of blocks for positioning of player indicia; a plurality of football player indicia positioned and moved on the said game board by two parties of game participants; a multi stage algorithm simulating football events of scrimmage run play and scrimmage pass play comprising of formation stage, tackle box stage, and down field stage; a symbol selection mechanism simulating football events not covered by the said multi stage algorithm. 2) The football strategy game of claim 1, wherein said rectangular game board comprises: two fixed rectangular areas on both ends of the said game board's length direction and running full length in the said game board's width direction as the football endzones; an offensive side of the said game board comprising all the horizontal lanes ranging from the offensive first lane to the last horizontal lane of the offensive end zone, wherein the offensive first lane is defined as the horizontal lane where the conceptual football is located; a defensive side of the said game board comprising all the horizontal lanes not in the said offensive side of the said game board; a tackle box area, one floating rectangular area inside the said game board, which moving along with the block location of the said the conceptual football; a game board coordinate by marking along the said game board's length and width directions; 3) The football strategy game of claim 1, wherein said the player indicia comprises: offensive team player indicia comprising offensive linemen (hereinafter OL) indicia, quarterback (hereinafter QB) indicium, running back (hereinafter RB) indicium, tight end (hereinafter TE) indicium, and wide receiver (hereinafter WR) indicium; defensive team player indicia comprising defensive linemen (hereinafter DL) indicia, linebacker (hereinafter LB) indicium, safety (hereinafter S) indicium, and cornerback (hereinafter CB) indicium. 4) The football strategy game of claim 1, wherein the said multi stage algorithm comprises: a run play mechanism setting rules of player indicia movement and calculating outcomes of a run play within the said tackle box; a pass rush mechanism setting rules of player indicia movement and calculating whether a pass play would result in a sack; a pass play mechanism setting rules of player indicia movement and calculating the outcome of a pass play on the receiving end; an open field chase mechanism setting rules of player indicia movement and calculating the outcome of an open field chase scenario from either scrimmage run play or scrimmage pass play; 5) The football strategy game of claim 1, wherein the said symbol selection mechanism comprises: each party of the said game participants to select a single symbol in a pool of symbols; established probability relationships between all symbol pairs of the said pool of symbols; a plurality of established football events probability tables; comparing the said selected symbol pair to one of the said football events probability tables to decide the outcome of the said football event. 6) The football strategy game of claim 5, wherein the said football event probability table comprises: an outcome column comprising all the likely outcomes of one football event; a probability column comprising probability number assigned to the said outcome column; a selection result column comprising one or plurality of the said symbol pair to exactly match the said probability number. 7) The football strategy game of claim 2, wherein the said tackle box area comprising: plurality of blocks of the said game board forming a rectangular or square shape; the said plurality of blocks being horizontally symmetric about the block location of the said conceptual football; the said plurality of blocks covering areas in both the said offensive and defensive sides of the said game board in vertical direction. 8) The football strategy game of claim 1, wherein the said formation stage comprises: the party of game participant playing offense submitting offensive formation of the offensive player indicia on the said game board to the said algorithm; the said algorithm broadcasting the said offensive formation to the party of game participant playing defense; the party of game participant playing defense submitting defensive formation of the defensive player indicia on the said game board to the said algorithm; the said algorithm broadcasting the said defensive formation to the party of game participant playing offense; 9) The football strategy game of claim 1, wherein the said tackle box stage comprises: the party of game participant playing defense submitting final block locations of all defensive player indicia in the said tackle box area to the said algorithm; the party of game participant playing offense submitting final block locations of all offensive player indicia in the said tackle box area to the said algorithm; the party of game participant playing offense submitting a scrimmage play type, comprising either run play or pass play; the party of game participant playing offense submitting run play specification, comprising the block location at the offensive first lane, to the said algorithm if the said scrimmage play type is run play; the party of game participant playing offense submitting pass play specifications, comprising quarterback drop back block location, maximum down field travel number, to the said algorithm if the said scrimmage play type is pass play; the said algorithm applying the said run play mechanism if the said play type is a scrimmage run play, and broadcasting the result of the scrimmage run play; the said algorithm applying the said pass rush mechanism if the said play type is a scrimmage pass play, and broadcasting the result of the scrimmage pass play if the said result is a quarterback sack; the said algorithm broadcasting the said maximum down field travel number to both parties of game participants if the said scrimmage pass play result is not a QB sack. 10) The football strategy game of claim 1, wherein the said down field stage comprises: the party of game participant playing offense submitting to the said algorithm with specifications comprising: which offensive player indicium to be the catcher indicium for the reception of the conceptual football; which block on the said game board will the said catcher be positioned; which block next to the said catcher block will the conceptual football be delivered to; the party of game participant playing defense submitting to the said algorithm with specifications comprising: block locations of zone coverage player indicia; position locations of man coverage player indicia; the said algorithm applying the said pass play mechanism and broadcasting the result of the scrimmage pass play. 11) The football strategy game of claim 13, wherein the said run play mechanism comprises: rule regulating the movement of the RB indicium: moving into an unoccupied block in the offensive first lane within the tackle box; comparing player indicia position in both the offensive first lane and the defensive first lane to conclude the scrimmage run play result: (a) fumble, if the RB indicium is opposite to the middle defensive player indicium of three defensive player indicia on three neighboring blocks on the defensive first lane; (b) stop, if the RB indicium is opposite to an defensive player indicium in the defensive first lane not in the middle of three neighboring defensive player indicia, or the RB indicium is opposite to an unoccupied block in the defensive first lane, being bracketed by two defensive player indicia; (c) invoking open field chase mechanism, if the RB indicium is opposite to an unoccupied block in the defensive first lane with at least one neighboring block unoccupied too. 12) The football strategy game of claim 13, wherein the said pass rush mechanism comprises: rule regulating the movement of the QB indicium: moving backwards into one of several blocks within the tackle box; comparing player indicia positions in both the offensive first lane and the defensive first lane to conclude total penetration number, wherein the total penetration number comprising: (a) the QB indicium block location after the tackle box stage; (b) concluding individual penetration number of each lane based on the QB indicium block location from an established penetration number table; (c) each defensive player indicium in the defensive first lane opposite to unoccupied block in the offensive first lane gaining the individual penetration number of the lane; (d) summation of all the gained individual penetration number to get the total penetration number; comparing the said total penetration number with the maximum down field travel number in a sack table to conclude whether a sack is the result of the scrimmage pass play, wherein the sack table being defined: (a) a two dimensional table with total penetration number as one dimension and maximum down field travel number as the other dimension; (b) an artificial line drawn from one corner of the said two dimensional table with high penetration number and low maximum down field travel number to another corner of the said two dimensional table with low penetration number and high maximum down field travel number, with the said artificial line defined as the sack line separating sack from no-sack for the sack table. 13) The football strategy game of claim 13, wherein the said pass play mechanism comprises: rule regulating the movement of the catcher indicium: moving to a block on the game board within the limit of the maximum down field travel number; rule regulating the movement of the man coverage defensive player indicium: choosing one of eight blocks surrounding the covered offensive player indicium; rule regulating the movement of the zone coverage defensive player indicium: moving to a block on the game board within the limit of the maximum down field travel number; a two dimensional base pass completion probability table comprising: (a) relative positions between the said catcher indicium and the conceptual football as one dimension; (b) relative positions between the said catcher indicium and the man coverage defensive player indicium as the other dimension; (c) artificially tabulated event results and probability number to the said two dimensional base pass completion probability table; a two dimensional diminishing pass completion probability table comprising: (a) a two dimensional table with blocks of the game board as units for both dimensions with a zone coverage defensive player indicium in the middle; (c) artificially assigned negative probability numbers surrounding the said zone coverage defensive player indicium, with larger absolute number closer the player indicium; mechanism applying applicable base pass completion probability table and diminishing pass completion probability table to conclude the scrimmage pass play result: (a) interception, if the conceptual football is moved to the same block as one defensive player indicium; (b) invoking symbol selection mechanism if the combined pass completion probability is between ⅙ and ⅚; (c) completion and down, if the man coverage is on the opposite side of the conceptual football, which is not ahead of the catcher indicium, and there's no zone coverage applicable; (d) invoking open field chase mechanism, if completion is achieved with the conceptual football ahead of the catcher indicium; or interception is achieved with the conceptual football is behind of the catcher indicium. 14) The football strategy game of claim 4, wherein the said open field chase mechanism comprises: rules regulating the relative traveling speed of individual player indicium: (a) the WR, RB, CB, S player indicia traveling at the same block count; (b) the QB, TE, LB player indicia traveling at a reduced block count of a WR player indicium; (c) traveling diagonally being allowed, but having a block count ratio of less than unity as traveling in straight lanes; (d) player indicia not being able to be positioned in the same block on the game board, but not impeding each other's travelling pass; the mechanism optimizing the best combination of player indicium and route for the chasing side; the route of the ball carrier being either predetermined route or being optimized by the mechanism. 15) The football strategy game of claim 8, wherein the said man coverage defensive player indicium is defined: a defensive player indicium outside of the said tackle box and: (a) positioned in the defensive first lane and opposite to an offensive player indicium in the same vertical lane of the game board regardless whether the offensive player indicium is on the offensive first lane or not; (b) positioned in the defensive second lane right behind another defensive player indicium in the defensive first lane if two offensive player indicia are stacked in the same vertical lane; (c) same rule applying to more than two offensive player indicia stacking. 16) The football strategy game of claim 8, wherein the said zone coverage defensive player indicium is defined: any defensive player indicium outside of the said tackle box not defined as man coverage player indicium. 